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\chaptertoc
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\chaptertoc
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\bigskip
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%This PhD manuscript shows how wearable haptics, worn on the outside of the hand, can improve direct hand interaction in immersive \AR by augmenting the perception of the virtual content and its manipulation.
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%This PhD manuscript shows how wearable haptics, worn on the outside of the hand, can improve direct hand interaction in immersive \AR by augmenting the perception of the virtual content and its manipulation.
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In this manuscript thesis, we show how immersive \AR, which integrates visual virtual content into the real world perception, and wearable haptics, which provide tactile sensations on the skin, can improve the free and direct interaction of virtual objects with the hand.
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In this manuscript thesis, we show how immersive \AR, which integrates visual virtual content into the real world perception, and wearable haptics, which provide tactile sensations on the skin, can improve the free and direct interaction of virtual objects with the hand.
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Our goal is to enable users to perceive and interact with wearable visuo-haptic augmentations in a more realistic and effective way, as if they were real.
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Our goal is to enable users to perceive and interact with wearable visuo-haptic augmentations in a more realistic and effective way, as if they were real.
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@@ -288,7 +290,7 @@ The pose estimation of the real hand and the environment is achieved using a vis
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The visual rendering is done using the immersive \OST-\AR headset Microsoft HoloLens~2.
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The visual rendering is done using the immersive \OST-\AR headset Microsoft HoloLens~2.
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The system allows free visual and haptic exploration of the textures, as if they were real, and forms the basis of the next two chapters.
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The system allows free visual and haptic exploration of the textures, as if they were real, and forms the basis of the next two chapters.
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In \textbf{\chapref{xr_perception}}, we investigate in a user study how different the perception of haptic texture augmentations is in \AR \vs \VR and when touched by a virtual hand \vs one's own hand.
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In \textbf{\chapref{xr_perception}}, we investigate in a psychophysical user study how different the perception of haptic texture augmentations is in \AR \vs \VR and when touched by a virtual hand \vs one's own hand.
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We use psychophysical methods to measure user perception and extensive questionnaires to understand how this perception is affected by the visual feedback of the virtual hand and the environment (real, augmented or virtual).
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We use psychophysical methods to measure user perception and extensive questionnaires to understand how this perception is affected by the visual feedback of the virtual hand and the environment (real, augmented or virtual).
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In \textbf{\chapref{vhar_textures}}, we evaluate in a user study the perception of visuo-haptic texture augmentations directly touched with the real hand in \AR.
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In \textbf{\chapref{vhar_textures}}, we evaluate in a user study the perception of visuo-haptic texture augmentations directly touched with the real hand in \AR.
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\chaptertoc
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\chaptertoc
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\bigskip
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This chapter reviews previous work on the perception and manipulation of virtual and augmented objects directly with the hand, using either wearable haptics, \AR, or their combination.
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This chapter reviews previous work on the perception and manipulation of virtual and augmented objects directly with the hand, using either wearable haptics, \AR, or their combination.
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%Experiencing a visual, haptic, or visuo-haptic augmented environment relies on one to many interaction loops between a user and the environment, as shown in \figref[introduction]{interaction-loop}, and each main step must be addressed and understood: the tracking and modelling of the \RE into a \VE, the interaction techniques to act on the \VE, the rendering of the \VE to the user through visual and haptic user interfaces, and, finally, the user's perception and actions on the overall augmented environment.
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%Experiencing a visual, haptic, or visuo-haptic augmented environment relies on one to many interaction loops between a user and the environment, as shown in \figref[introduction]{interaction-loop}, and each main step must be addressed and understood: the tracking and modelling of the \RE into a \VE, the interaction techniques to act on the \VE, the rendering of the \VE to the user through visual and haptic user interfaces, and, finally, the user's perception and actions on the overall augmented environment.
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First, we review how the hand senses and interacts with its environment to perceive and manipulate the haptic properties of real everyday objects.
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First, we review how the hand senses and interacts with its environment to perceive and manipulate the haptic properties of real everyday objects.
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@@ -19,12 +19,12 @@ We aimed to assess \textbf{which haptic textures were matched with which visual
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\item A user study evaluating with 20 participants the coherence, realism and perceived roughness of nine pairs of these visuo-haptic texture augmentations.
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\item A user study evaluating with 20 participants the coherence, realism and perceived roughness of nine pairs of these visuo-haptic texture augmentations.
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\end{itemize}
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\end{itemize}
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\noindentskip In the next sections, we first describe the apparatus of the user study experimental design, including the two tasks performed. We then present the results obtained and discuss them before concluding.
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\smallskip
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\bigskip
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\fig[0.55]{experiment/view}{First person view of the user study.}[
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%As seen through the immersive \AR headset.
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\fig[0.65]{experiment/view}{First person view of the user study.}[
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As seen through the immersive \AR headset Microsoft HoloLens~2.
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The visual texture overlays were statically displayed on the surfaces, allowing the user to move around to view them from different angles.
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The visual texture overlays were statically displayed on the surfaces, allowing the user to move around to view them from different angles.
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The haptic texture augmentations were generated based on \HaTT data-driven texture models and finger speed, and were rendered on the middle index phalanx as it slides on the considered surface.
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The haptic texture augmentations were generated based on \HaTT data-driven texture models and finger speed, and were rendered on the middle index phalanx.% as it slides on the considered surface.
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]
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]
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\noindentskip In the next sections, we first describe the apparatus of the user study experimental design, including the two tasks performed. We then present the results obtained and discuss them before concluding.
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\label{intro}
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\label{intro}
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In the previous chapter, we presented a system for augmenting the visuo-haptic texture perception of real surfaces directly touched with the finger, using wearable vibrotactile haptics and an immersive \AR headset.
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In the previous chapter, we presented a system for augmenting the visuo-haptic texture perception of real surfaces directly touched with the finger, using wearable vibrotactile haptics and an immersive \AR headset.
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In this and the next chapter, we evaluate the user's perception of such wearable haptic texture augmentation under different visual rendering conditions.
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In this chapter and the next one, we evaluate the user's perception of such wearable haptic texture augmentation under different visual rendering conditions.
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Most of the haptic augmentations of real surfaces using with wearable haptic devices, including roughness of textures (\secref[related_work]{texture_rendering}), have been studied without a visual feedback, and none have considered the influence of the visual rendering on their perception or integrated them in \AR and \VR (\secref[related_work]{texture_rendering}).
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Most of the haptic augmentations of real surfaces using with wearable haptic devices, including roughness of textures (\secref[related_work]{texture_rendering}), have been studied without a visual feedback, and none have considered the influence of the visual rendering on their perception or integrated them in \AR and \VR (\secref[related_work]{texture_rendering}).
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Still, it is known that the visual rendering of an object can influence the perception of its haptic properties (\secref[related_work]{visual_haptic_influence}), and that the perception of same haptic force-feedback or vibrotactile rendering can differ between \AR and \VR, probably due to difference in perceived simultaneity between visual and haptic stimuli (\secref[related_work]{ar_vr_haptic}).
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Still, it is known that the visual rendering of an object can influence the perception of its haptic properties (\secref[related_work]{visual_haptic_influence}), and that the perception of same haptic force-feedback or vibrotactile rendering can differ between \AR and \VR, probably due to difference in perceived simultaneity between visual and haptic stimuli (\secref[related_work]{ar_vr_haptic}).
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Indeed, in \AR, the user can see their own hand touching, the haptic device worn and the \RE, while in \VR they are hidden by the \VE.
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In \AR, the user can see their own hand touching, the haptic device worn, and the \RE, while in \VR they are hidden by the \VE.
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In this chapter, we investigate the \textbf{role of the visual feedback of the virtual hand and of the environment (real or virtual) on the perception of a real surface whose haptic roughness is augmented} with wearable vibrotactile haptics. %voice-coil device worn on the finger.
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In this chapter, we investigate the \textbf{role of the visual feedback of the virtual hand and of the environment (real or virtual) on the perception of a real surface whose haptic roughness is augmented} with wearable vibrotactile haptics. %voice-coil device worn on the finger.
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To do so, we used the visuo-haptic system presented in \chapref{vhar_system} to render virtual vibrotactile patterned textures (\secref[related_work]{texture_rendering}) to augment the real surface being touched. % touched by the finger.% that can be directly touched with the bare finger.
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To do so, we used the visuo-haptic system presented in \chapref{vhar_system} to render virtual vibrotactile patterned textures (\secref[related_work]{texture_rendering}) to augment the real surface being touched. % touched by the finger.% that can be directly touched with the bare finger.
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\item A discussion and recommendations on the integration of wearable haptic augmentations in direct touch context with \AR and \VR.
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\item A discussion and recommendations on the integration of wearable haptic augmentations in direct touch context with \AR and \VR.
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\end{itemize}
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\end{itemize}
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\noindentskip In the remainder of this chapter, we first describe the experimental design and apparatus of the user study.
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\noindentskip In the next sections, we first describe the experimental design and apparatus of the user study.
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We then present the results obtained, discuss them, and outline recommendations for future \AR/\VR works using wearable haptic augmentations.
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We then present the results obtained, discuss them, and outline recommendations for future \AR/\VR works using wearable haptic augmentations.
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%First, we present a system for rendering virtual vibrotactile textures in real time without constraints on hand movements and integrated with an immersive visual \AR/\VR headset to provide a coherent visuo-haptic augmentation of the \RE.
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\smallskip
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%An experimental setup is then presented to compare haptic roughness augmentation with an optical \AR headset (Microsoft HoloLens~2) that can be transformed into a \VR headset using a cardboard mask.
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%We then conduct a psychophysical study with 20 participants, where various virtual haptic textures on a real surface directly touched with the finger are compared in a two-alternative forced choice (2AFC) task in three visual rendering conditions: (1) without visual augmentation, (2) with a realistic virtual hand rendering in \AR, and (3) with the same virtual hand in \VR.
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\bigskip
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\fig[0.55]{teaser/teaser2}{
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\fig[0.9]{teaser/teaser2}{
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Vibrotactile textures were rendered in real time on a real surface using a wearable vibrotactile device worn on the finger.
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Vibrotactile textures were rendered in real time on a real surface using a wearable vibrotactile device worn on the finger.
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}[%
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}[%
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Participants explored this haptic roughness augmentation with (\level{Real}) their real hand alone, (\level{Mixed}) a realistic virtual hand overlay in \AR, and (\level{Virtual}) the same virtual hand in \VR.
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Participants explored this haptic roughness augmentation with (\level{Real}) their real hand alone, (\level{Mixed}) a realistic virtual hand overlay in \AR, and (\level{Virtual}) the same virtual hand in \VR.
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3-perception/xr-perception/figures/experiment/headset2.jpg
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@@ -141,7 +141,7 @@
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\usepackage{titletoc}
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\usepackage{titletoc}
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\newcommand{\chaptertoc}{% Print the table of contents for the chapter
|
\newcommand{\chaptertoc}{% Print the table of contents for the chapter
|
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\section*{Contents}% Add a section title
|
\section*{Contents}% Add a section title
|
||||||
\vspace{-1.5em}%
|
\vspace{-2em}%
|
||||||
\horizontalrule%
|
\horizontalrule%
|
||||||
|
|
||||||
\startcontents% Start referencing the contents
|
\startcontents% Start referencing the contents
|
||||||
@@ -150,7 +150,7 @@
|
|||||||
|
|
||||||
\vspace{-0.5em}%
|
\vspace{-0.5em}%
|
||||||
\horizontalrule%
|
\horizontalrule%
|
||||||
\vspace{2em}%
|
%\vspace{2em}%
|
||||||
}
|
}
|
||||||
\newcommand{\nochaptertoc}{%
|
\newcommand{\nochaptertoc}{%
|
||||||
\stopcontents%
|
\stopcontents%
|
||||||
|
|||||||
Reference in New Issue
Block a user